From DivNull RPG
- 1 Compendium Class
- 2 Stats
- 3 Starting Moves
- 4 Advanced Moves
- 5 Hierophant Alignments
- 6 Hierophant Bonds
- 7 Hierophant Gear
- 8 Hierophant Races
A Class Warfare-like disciple specialty for Dungeon World games.
You walk the path of both divine and arcane magic, but can only hold so much in your head at once.
Once you have compared and contrasted the divine realities you know to be true with the esoteric formulæ of codified spellbooks, uncovering a deeper reality, you may consider the heirophant specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.
If you choose the hierophant specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.
You start with all three of these moves:
You have mastered several spells and inscribed them in your spellbook. Choose a combination of three schools of magic or spheres of influence. You start with all the cantrips/rotes from each school/sphere and three first level spells chosen from those offered by your three choices. When you gain a level, add to your spellbook a new spell whose spell level is lower than yours, chosen from those offered by your three schools/spheres. Your spellbook is 1 weight.
Cast a Hierophant Spell
When you release a spell you’ve memorized, it is cast successfully (as if you had rolled 12+, if it matters), but you forget it and cannot cast this spell again until your re-memorize it. If a spell would give you a -1 ongoing penalty to cast a spell, ignore it and take -1 forward instead.
Prepare Hierophant Spells
When you spend an hour or so in quiet contemplation of the divine nature of the spells in your spellbook, you:
- Forget any spells you already memorized.
- Memorize all cantrips and rotes in your spell book.
- Memorize new spells whose number does not exceed your level+2, and whose total levels does not exceed twice your level. You cannot memorize the same spell more than once.
When you gain a level from 2-5, you may choose from these moves:
(requires: Prepare Hierophant Spells)
Choose a spell. You learn and cast that spell as if it were one level lower.
(requires: Hierophant Spellbook)
Add a new spell from any sphere or school to your spellbook. You are able to cast this spell as if it were from a chosen sphere/school.
When you see the effects of a spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.
When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:
Choose one spell in addition to the one you picked for Enlightened. You prepare that spell as if it were one level lower.
Expanded Sphere of Influence
(requires: Expanded Spellbook) Select an additional sphere of influence. Add rotes from this sphere to your spellbook. When you gain a level, you may include this sphere in those from which you may choose spells.
When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.
You may choose one of these instead of a disciple alignment:
Reconcile your divine and arcane nature.
- __________’s faith blinds them to a greater reality.
- __________ denies the divine. I do not trust them.
You get your spellbook (1 weight), some writing implements, and whatever your other specialties give you.
You may choose from the magician race options instead of the disciple race choices. Or, you may select one of these instead:
Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.
Choose one spell from a sphere of influence you have not studied. You can cast it as if it were one of your own spells.